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/**
* @license
* Cesium - https://github.com/CesiumGS/cesium
* Version 1.99
*
* Copyright 2011-2022 Cesium Contributors
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* Columbus View (Pat. Pend.)
*
* Portions licensed separately.
* See https://github.com/CesiumGS/cesium/blob/main/LICENSE.md for full licensing details.
*/
define(['./AttributeCompression-53c7fda2', './Transforms-ac2d28a9', './Matrix2-f9f1b94b', './Matrix3-ea964448', './defaultValue-135942ca', './TerrainEncoding-3edd4345', './IndexDatatype-fa75fe25', './Check-40d84a28', './Math-efde0c7b', './OrientedBoundingBox-14c97a6c', './createTaskProcessorWorker', './ComponentDatatype-ebdce3ba', './WebGLConstants-fcb70ee3', './combine-462d91dd', './RuntimeError-f0dada00', './EllipsoidTangentPlane-244dda7a', './AxisAlignedBoundingBox-48df2a2e', './IntersectionTests-4ab30dca', './Plane-93af52b2'], (function (AttributeCompression, Transforms, Matrix2, Matrix3, defaultValue, TerrainEncoding, IndexDatatype, Check, Math$1, OrientedBoundingBox, createTaskProcessorWorker, ComponentDatatype, WebGLConstants, combine, RuntimeError, EllipsoidTangentPlane, AxisAlignedBoundingBox, IntersectionTests, Plane) { 'use strict';
/**
* Contains functions for operating on 2D triangles.
*
* @namespace Intersections2D
*/
const Intersections2D = {};
/**
* Splits a 2D triangle at given axis-aligned threshold value and returns the resulting
* polygon on a given side of the threshold. The resulting polygon may have 0, 1, 2,
* 3, or 4 vertices.
*
* @param {Number} threshold The threshold coordinate value at which to clip the triangle.
* @param {Boolean} keepAbove true to keep the portion of the triangle above the threshold, or false
* to keep the portion below.
* @param {Number} u0 The coordinate of the first vertex in the triangle, in counter-clockwise order.
* @param {Number} u1 The coordinate of the second vertex in the triangle, in counter-clockwise order.
* @param {Number} u2 The coordinate of the third vertex in the triangle, in counter-clockwise order.
* @param {Number[]} [result] The array into which to copy the result. If this parameter is not supplied,
* a new array is constructed and returned.
* @returns {Number[]} The polygon that results after the clip, specified as a list of
* vertices. The vertices are specified in counter-clockwise order.
* Each vertex is either an index from the existing list (identified as
* a 0, 1, or 2) or -1 indicating a new vertex not in the original triangle.
* For new vertices, the -1 is followed by three additional numbers: the
* index of each of the two original vertices forming the line segment that
* the new vertex lies on, and the fraction of the distance from the first
* vertex to the second one.
*
* @example
* const result = Cesium.Intersections2D.clipTriangleAtAxisAlignedThreshold(0.5, false, 0.2, 0.6, 0.4);
* // result === [2, 0, -1, 1, 0, 0.25, -1, 1, 2, 0.5]
*/
Intersections2D.clipTriangleAtAxisAlignedThreshold = function (
threshold,
keepAbove,
u0,
u1,
u2,
result
) {
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(threshold)) {
throw new Check.DeveloperError("threshold is required.");
}
if (!defaultValue.defined(keepAbove)) {
throw new Check.DeveloperError("keepAbove is required.");
}
if (!defaultValue.defined(u0)) {
throw new Check.DeveloperError("u0 is required.");
}
if (!defaultValue.defined(u1)) {
throw new Check.DeveloperError("u1 is required.");
}
if (!defaultValue.defined(u2)) {
throw new Check.DeveloperError("u2 is required.");
}
//>>includeEnd('debug');
if (!defaultValue.defined(result)) {
result = [];
} else {
result.length = 0;
}
let u0Behind;
let u1Behind;
let u2Behind;
if (keepAbove) {
u0Behind = u0 < threshold;
u1Behind = u1 < threshold;
u2Behind = u2 < threshold;
} else {
u0Behind = u0 > threshold;
u1Behind = u1 > threshold;
u2Behind = u2 > threshold;
}
const numBehind = u0Behind + u1Behind + u2Behind;
let u01Ratio;
let u02Ratio;
let u12Ratio;
let u10Ratio;
let u20Ratio;
let u21Ratio;
if (numBehind === 1) {
if (u0Behind) {
u01Ratio = (threshold - u0) / (u1 - u0);
u02Ratio = (threshold - u0) / (u2 - u0);
result.push(1);
result.push(2);
if (u02Ratio !== 1.0) {
result.push(-1);
result.push(0);
result.push(2);
result.push(u02Ratio);
}
if (u01Ratio !== 1.0) {
result.push(-1);
result.push(0);
result.push(1);
result.push(u01Ratio);
}
} else if (u1Behind) {
u12Ratio = (threshold - u1) / (u2 - u1);
u10Ratio = (threshold - u1) / (u0 - u1);
result.push(2);
result.push(0);
if (u10Ratio !== 1.0) {
result.push(-1);
result.push(1);
result.push(0);
result.push(u10Ratio);
}
if (u12Ratio !== 1.0) {
result.push(-1);
result.push(1);
result.push(2);
result.push(u12Ratio);
}
} else if (u2Behind) {
u20Ratio = (threshold - u2) / (u0 - u2);
u21Ratio = (threshold - u2) / (u1 - u2);
result.push(0);
result.push(1);
if (u21Ratio !== 1.0) {
result.push(-1);
result.push(2);
result.push(1);
result.push(u21Ratio);
}
if (u20Ratio !== 1.0) {
result.push(-1);
result.push(2);
result.push(0);
result.push(u20Ratio);
}
}
} else if (numBehind === 2) {
if (!u0Behind && u0 !== threshold) {
u10Ratio = (threshold - u1) / (u0 - u1);
u20Ratio = (threshold - u2) / (u0 - u2);
result.push(0);
result.push(-1);
result.push(1);
result.push(0);
result.push(u10Ratio);
result.push(-1);
result.push(2);
result.push(0);
result.push(u20Ratio);
} else if (!u1Behind && u1 !== threshold) {
u21Ratio = (threshold - u2) / (u1 - u2);
u01Ratio = (threshold - u0) / (u1 - u0);
result.push(1);
result.push(-1);
result.push(2);
result.push(1);
result.push(u21Ratio);
result.push(-1);
result.push(0);
result.push(1);
result.push(u01Ratio);
} else if (!u2Behind && u2 !== threshold) {
u02Ratio = (threshold - u0) / (u2 - u0);
u12Ratio = (threshold - u1) / (u2 - u1);
result.push(2);
result.push(-1);
result.push(0);
result.push(2);
result.push(u02Ratio);
result.push(-1);
result.push(1);
result.push(2);
result.push(u12Ratio);
}
} else if (numBehind !== 3) {
// Completely in front of threshold
result.push(0);
result.push(1);
result.push(2);
}
// else Completely behind threshold
return result;
};
/**
* Compute the barycentric coordinates of a 2D position within a 2D triangle.
*
* @param {Number} x The x coordinate of the position for which to find the barycentric coordinates.
* @param {Number} y The y coordinate of the position for which to find the barycentric coordinates.
* @param {Number} x1 The x coordinate of the triangle's first vertex.
* @param {Number} y1 The y coordinate of the triangle's first vertex.
* @param {Number} x2 The x coordinate of the triangle's second vertex.
* @param {Number} y2 The y coordinate of the triangle's second vertex.
* @param {Number} x3 The x coordinate of the triangle's third vertex.
* @param {Number} y3 The y coordinate of the triangle's third vertex.
* @param {Cartesian3} [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @returns {Cartesian3} The barycentric coordinates of the position within the triangle.
*
* @example
* const result = Cesium.Intersections2D.computeBarycentricCoordinates(0.0, 0.0, 0.0, 1.0, -1, -0.5, 1, -0.5);
* // result === new Cesium.Cartesian3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0);
*/
Intersections2D.computeBarycentricCoordinates = function (
x,
y,
x1,
y1,
x2,
y2,
x3,
y3,
result
) {
//>>includeStart('debug', pragmas.debug);
if (!defaultValue.defined(x)) {
throw new Check.DeveloperError("x is required.");
}
if (!defaultValue.defined(y)) {
throw new Check.DeveloperError("y is required.");
}
if (!defaultValue.defined(x1)) {
throw new Check.DeveloperError("x1 is required.");
}
if (!defaultValue.defined(y1)) {
throw new Check.DeveloperError("y1 is required.");
}
if (!defaultValue.defined(x2)) {
throw new Check.DeveloperError("x2 is required.");
}
if (!defaultValue.defined(y2)) {
throw new Check.DeveloperError("y2 is required.");
}
if (!defaultValue.defined(x3)) {
throw new Check.DeveloperError("x3 is required.");
}
if (!defaultValue.defined(y3)) {
throw new Check.DeveloperError("y3 is required.");
}
//>>includeEnd('debug');
const x1mx3 = x1 - x3;
const x3mx2 = x3 - x2;
const y2my3 = y2 - y3;
const y1my3 = y1 - y3;
const inverseDeterminant = 1.0 / (y2my3 * x1mx3 + x3mx2 * y1my3);
const ymy3 = y - y3;
const xmx3 = x - x3;
const l1 = (y2my3 * xmx3 + x3mx2 * ymy3) * inverseDeterminant;
const l2 = (-y1my3 * xmx3 + x1mx3 * ymy3) * inverseDeterminant;
const l3 = 1.0 - l1 - l2;
if (defaultValue.defined(result)) {
result.x = l1;
result.y = l2;
result.z = l3;
return result;
}
return new Matrix3.Cartesian3(l1, l2, l3);
};
/**
* Compute the intersection between 2 line segments
*
* @param {Number} x00 The x coordinate of the first line's first vertex.
* @param {Number} y00 The y coordinate of the first line's first vertex.
* @param {Number} x01 The x coordinate of the first line's second vertex.
* @param {Number} y01 The y coordinate of the first line's second vertex.
* @param {Number} x10 The x coordinate of the second line's first vertex.
* @param {Number} y10 The y coordinate of the second line's first vertex.
* @param {Number} x11 The x coordinate of the second line's second vertex.
* @param {Number} y11 The y coordinate of the second line's second vertex.
* @param {Cartesian2} [result] The instance into to which to copy the result. If this parameter
* is undefined, a new instance is created and returned.
* @returns {Cartesian2} The intersection point, undefined if there is no intersection point or lines are coincident.
*
* @example
* const result = Cesium.Intersections2D.computeLineSegmentLineSegmentIntersection(0.0, 0.0, 0.0, 2.0, -1, 1, 1, 1);
* // result === new Cesium.Cartesian2(0.0, 1.0);
*/
Intersections2D.computeLineSegmentLineSegmentIntersection = function (
x00,
y00,
x01,
y01,
x10,
y10,
x11,
y11,
result
) {
//>>includeStart('debug', pragmas.debug);
Check.Check.typeOf.number("x00", x00);
Check.Check.typeOf.number("y00", y00);
Check.Check.typeOf.number("x01", x01);
Check.Check.typeOf.number("y01", y01);
Check.Check.typeOf.number("x10", x10);
Check.Check.typeOf.number("y10", y10);
Check.Check.typeOf.number("x11", x11);
Check.Check.typeOf.number("y11", y11);
//>>includeEnd('debug');
const numerator1A = (x11 - x10) * (y00 - y10) - (y11 - y10) * (x00 - x10);
const numerator1B = (x01 - x00) * (y00 - y10) - (y01 - y00) * (x00 - x10);
const denominator1 = (y11 - y10) * (x01 - x00) - (x11 - x10) * (y01 - y00);
// If denominator = 0, then lines are parallel. If denominator = 0 and both numerators are 0, then coincident
if (denominator1 === 0) {
return;
}
const ua1 = numerator1A / denominator1;
const ub1 = numerator1B / denominator1;
if (ua1 >= 0 && ua1 <= 1 && ub1 >= 0 && ub1 <= 1) {
if (!defaultValue.defined(result)) {
result = new Matrix2.Cartesian2();
}
result.x = x00 + ua1 * (x01 - x00);
result.y = y00 + ua1 * (y01 - y00);
return result;
}
};
var Intersections2D$1 = Intersections2D;
const maxShort = 32767;
const halfMaxShort = (maxShort / 2) | 0;
const clipScratch = [];
const clipScratch2 = [];
const verticesScratch = [];
const cartographicScratch = new Matrix3.Cartographic();
let cartesian3Scratch = new Matrix3.Cartesian3();
const uScratch = [];
const vScratch = [];
const heightScratch = [];
const indicesScratch = [];
const normalsScratch = [];
const horizonOcclusionPointScratch = new Matrix3.Cartesian3();
const boundingSphereScratch = new Transforms.BoundingSphere();
const orientedBoundingBoxScratch = new OrientedBoundingBox.OrientedBoundingBox();
const decodeTexCoordsScratch = new Matrix2.Cartesian2();
const octEncodedNormalScratch = new Matrix3.Cartesian3();
function upsampleQuantizedTerrainMesh(parameters, transferableObjects) {
const isEastChild = parameters.isEastChild;
const isNorthChild = parameters.isNorthChild;
const minU = isEastChild ? halfMaxShort : 0;
const maxU = isEastChild ? maxShort : halfMaxShort;
const minV = isNorthChild ? halfMaxShort : 0;
const maxV = isNorthChild ? maxShort : halfMaxShort;
const uBuffer = uScratch;
const vBuffer = vScratch;
const heightBuffer = heightScratch;
const normalBuffer = normalsScratch;
uBuffer.length = 0;
vBuffer.length = 0;
heightBuffer.length = 0;
normalBuffer.length = 0;
const indices = indicesScratch;
indices.length = 0;
const vertexMap = {};
const parentVertices = parameters.vertices;
let parentIndices = parameters.indices;
parentIndices = parentIndices.subarray(0, parameters.indexCountWithoutSkirts);
const encoding = TerrainEncoding.TerrainEncoding.clone(parameters.encoding);
const hasVertexNormals = encoding.hasVertexNormals;
let vertexCount = 0;
const quantizedVertexCount = parameters.vertexCountWithoutSkirts;
const parentMinimumHeight = parameters.minimumHeight;
const parentMaximumHeight = parameters.maximumHeight;
const parentUBuffer = new Array(quantizedVertexCount);
const parentVBuffer = new Array(quantizedVertexCount);
const parentHeightBuffer = new Array(quantizedVertexCount);
const parentNormalBuffer = hasVertexNormals
? new Array(quantizedVertexCount * 2)
: undefined;
const threshold = 20;
let height;
let i, n;
let u, v;
for (i = 0, n = 0; i < quantizedVertexCount; ++i, n += 2) {
const texCoords = encoding.decodeTextureCoordinates(
parentVertices,
i,
decodeTexCoordsScratch
);
height = encoding.decodeHeight(parentVertices, i);
u = Math$1.CesiumMath.clamp((texCoords.x * maxShort) | 0, 0, maxShort);
v = Math$1.CesiumMath.clamp((texCoords.y * maxShort) | 0, 0, maxShort);
parentHeightBuffer[i] = Math$1.CesiumMath.clamp(
(((height - parentMinimumHeight) /
(parentMaximumHeight - parentMinimumHeight)) *
maxShort) |
0,
0,
maxShort
);
if (u < threshold) {
u = 0;
}
if (v < threshold) {
v = 0;
}
if (maxShort - u < threshold) {
u = maxShort;
}
if (maxShort - v < threshold) {
v = maxShort;
}
parentUBuffer[i] = u;
parentVBuffer[i] = v;
if (hasVertexNormals) {
const encodedNormal = encoding.getOctEncodedNormal(
parentVertices,
i,
octEncodedNormalScratch
);
parentNormalBuffer[n] = encodedNormal.x;
parentNormalBuffer[n + 1] = encodedNormal.y;
}
if (
((isEastChild && u >= halfMaxShort) ||
(!isEastChild && u <= halfMaxShort)) &&
((isNorthChild && v >= halfMaxShort) ||
(!isNorthChild && v <= halfMaxShort))
) {
vertexMap[i] = vertexCount;
uBuffer.push(u);
vBuffer.push(v);
heightBuffer.push(parentHeightBuffer[i]);
if (hasVertexNormals) {
normalBuffer.push(parentNormalBuffer[n]);
normalBuffer.push(parentNormalBuffer[n + 1]);
}
++vertexCount;
}
}
const triangleVertices = [];
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
triangleVertices.push(new Vertex());
const clippedTriangleVertices = [];
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
clippedTriangleVertices.push(new Vertex());
let clippedIndex;
let clipped2;
for (i = 0; i < parentIndices.length; i += 3) {
const i0 = parentIndices[i];
const i1 = parentIndices[i + 1];
const i2 = parentIndices[i + 2];
const u0 = parentUBuffer[i0];
const u1 = parentUBuffer[i1];
const u2 = parentUBuffer[i2];
triangleVertices[0].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i0
);
triangleVertices[1].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i1
);
triangleVertices[2].initializeIndexed(
parentUBuffer,
parentVBuffer,
parentHeightBuffer,
parentNormalBuffer,
i2
);
// Clip triangle on the east-west boundary.
const clipped = Intersections2D$1.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isEastChild,
u0,
u1,
u2,
clipScratch
);
// Get the first clipped triangle, if any.
clippedIndex = 0;
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[0].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices
);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[1].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices
);
if (clippedIndex >= clipped.length) {
continue;
}
clippedIndex = clippedTriangleVertices[2].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices
);
// Clip the triangle against the North-south boundary.
clipped2 = Intersections2D$1.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isNorthChild,
clippedTriangleVertices[0].getV(),
clippedTriangleVertices[1].getV(),
clippedTriangleVertices[2].getV(),
clipScratch2
);
addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped2,
clippedTriangleVertices,
hasVertexNormals
);
// If there's another vertex in the original clipped result,
// it forms a second triangle. Clip it as well.
if (clippedIndex < clipped.length) {
clippedTriangleVertices[2].clone(clippedTriangleVertices[1]);
clippedTriangleVertices[2].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices
);
clipped2 = Intersections2D$1.clipTriangleAtAxisAlignedThreshold(
halfMaxShort,
isNorthChild,
clippedTriangleVertices[0].getV(),
clippedTriangleVertices[1].getV(),
clippedTriangleVertices[2].getV(),
clipScratch2
);
addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped2,
clippedTriangleVertices,
hasVertexNormals
);
}
}
const uOffset = isEastChild ? -maxShort : 0;
const vOffset = isNorthChild ? -maxShort : 0;
const westIndices = [];
const southIndices = [];
const eastIndices = [];
const northIndices = [];
let minimumHeight = Number.MAX_VALUE;
let maximumHeight = -minimumHeight;
const cartesianVertices = verticesScratch;
cartesianVertices.length = 0;
const ellipsoid = Matrix3.Ellipsoid.clone(parameters.ellipsoid);
const rectangle = Matrix2.Rectangle.clone(parameters.childRectangle);
const north = rectangle.north;
const south = rectangle.south;
let east = rectangle.east;
const west = rectangle.west;
if (east < west) {
east += Math$1.CesiumMath.TWO_PI;
}
for (i = 0; i < uBuffer.length; ++i) {
u = Math.round(uBuffer[i]);
if (u <= minU) {
westIndices.push(i);
u = 0;
} else if (u >= maxU) {
eastIndices.push(i);
u = maxShort;
} else {
u = u * 2 + uOffset;
}
uBuffer[i] = u;
v = Math.round(vBuffer[i]);
if (v <= minV) {
southIndices.push(i);
v = 0;
} else if (v >= maxV) {
northIndices.push(i);
v = maxShort;
} else {
v = v * 2 + vOffset;
}
vBuffer[i] = v;
height = Math$1.CesiumMath.lerp(
parentMinimumHeight,
parentMaximumHeight,
heightBuffer[i] / maxShort
);
if (height < minimumHeight) {
minimumHeight = height;
}
if (height > maximumHeight) {
maximumHeight = height;
}
heightBuffer[i] = height;
cartographicScratch.longitude = Math$1.CesiumMath.lerp(west, east, u / maxShort);
cartographicScratch.latitude = Math$1.CesiumMath.lerp(south, north, v / maxShort);
cartographicScratch.height = height;
ellipsoid.cartographicToCartesian(cartographicScratch, cartesian3Scratch);
cartesianVertices.push(cartesian3Scratch.x);
cartesianVertices.push(cartesian3Scratch.y);
cartesianVertices.push(cartesian3Scratch.z);
}
const boundingSphere = Transforms.BoundingSphere.fromVertices(
cartesianVertices,
Matrix3.Cartesian3.ZERO,
3,
boundingSphereScratch
);
const orientedBoundingBox = OrientedBoundingBox.OrientedBoundingBox.fromRectangle(
rectangle,
minimumHeight,
maximumHeight,
ellipsoid,
orientedBoundingBoxScratch
);
const occluder = new TerrainEncoding.EllipsoidalOccluder(ellipsoid);
const horizonOcclusionPoint = occluder.computeHorizonCullingPointFromVerticesPossiblyUnderEllipsoid(
boundingSphere.center,
cartesianVertices,
3,
boundingSphere.center,
minimumHeight,
horizonOcclusionPointScratch
);
const heightRange = maximumHeight - minimumHeight;
const vertices = new Uint16Array(
uBuffer.length + vBuffer.length + heightBuffer.length
);
for (i = 0; i < uBuffer.length; ++i) {
vertices[i] = uBuffer[i];
}
let start = uBuffer.length;
for (i = 0; i < vBuffer.length; ++i) {
vertices[start + i] = vBuffer[i];
}
start += vBuffer.length;
for (i = 0; i < heightBuffer.length; ++i) {
vertices[start + i] =
(maxShort * (heightBuffer[i] - minimumHeight)) / heightRange;
}
const indicesTypedArray = IndexDatatype.IndexDatatype.createTypedArray(
uBuffer.length,
indices
);
let encodedNormals;
if (hasVertexNormals) {
const normalArray = new Uint8Array(normalBuffer);
transferableObjects.push(
vertices.buffer,
indicesTypedArray.buffer,
normalArray.buffer
);
encodedNormals = normalArray.buffer;
} else {
transferableObjects.push(vertices.buffer, indicesTypedArray.buffer);
}
return {
vertices: vertices.buffer,
encodedNormals: encodedNormals,
indices: indicesTypedArray.buffer,
minimumHeight: minimumHeight,
maximumHeight: maximumHeight,
westIndices: westIndices,
southIndices: southIndices,
eastIndices: eastIndices,
northIndices: northIndices,
boundingSphere: boundingSphere,
orientedBoundingBox: orientedBoundingBox,
horizonOcclusionPoint: horizonOcclusionPoint,
};
}
function Vertex() {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
}
Vertex.prototype.clone = function (result) {
if (!defaultValue.defined(result)) {
result = new Vertex();
}
result.uBuffer = this.uBuffer;
result.vBuffer = this.vBuffer;
result.heightBuffer = this.heightBuffer;
result.normalBuffer = this.normalBuffer;
result.index = this.index;
result.first = this.first;
result.second = this.second;
result.ratio = this.ratio;
return result;
};
Vertex.prototype.initializeIndexed = function (
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
index
) {
this.uBuffer = uBuffer;
this.vBuffer = vBuffer;
this.heightBuffer = heightBuffer;
this.normalBuffer = normalBuffer;
this.index = index;
this.first = undefined;
this.second = undefined;
this.ratio = undefined;
};
Vertex.prototype.initializeFromClipResult = function (
clipResult,
index,
vertices
) {
let nextIndex = index + 1;
if (clipResult[index] !== -1) {
vertices[clipResult[index]].clone(this);
} else {
this.vertexBuffer = undefined;
this.index = undefined;
this.first = vertices[clipResult[nextIndex]];
++nextIndex;
this.second = vertices[clipResult[nextIndex]];
++nextIndex;
this.ratio = clipResult[nextIndex];
++nextIndex;
}
return nextIndex;
};
Vertex.prototype.getKey = function () {
if (this.isIndexed()) {
return this.index;
}
return JSON.stringify({
first: this.first.getKey(),
second: this.second.getKey(),
ratio: this.ratio,
});
};
Vertex.prototype.isIndexed = function () {
return defaultValue.defined(this.index);
};
Vertex.prototype.getH = function () {
if (defaultValue.defined(this.index)) {
return this.heightBuffer[this.index];
}
return Math$1.CesiumMath.lerp(this.first.getH(), this.second.getH(), this.ratio);
};
Vertex.prototype.getU = function () {
if (defaultValue.defined(this.index)) {
return this.uBuffer[this.index];
}
return Math$1.CesiumMath.lerp(this.first.getU(), this.second.getU(), this.ratio);
};
Vertex.prototype.getV = function () {
if (defaultValue.defined(this.index)) {
return this.vBuffer[this.index];
}
return Math$1.CesiumMath.lerp(this.first.getV(), this.second.getV(), this.ratio);
};
let encodedScratch = new Matrix2.Cartesian2();
// An upsampled triangle may be clipped twice before it is assigned an index
// In this case, we need a buffer to handle the recursion of getNormalX() and getNormalY().
let depth = -1;
const cartesianScratch1 = [new Matrix3.Cartesian3(), new Matrix3.Cartesian3()];
const cartesianScratch2 = [new Matrix3.Cartesian3(), new Matrix3.Cartesian3()];
function lerpOctEncodedNormal(vertex, result) {
++depth;
let first = cartesianScratch1[depth];
let second = cartesianScratch2[depth];
first = AttributeCompression.AttributeCompression.octDecode(
vertex.first.getNormalX(),
vertex.first.getNormalY(),
first
);
second = AttributeCompression.AttributeCompression.octDecode(
vertex.second.getNormalX(),
vertex.second.getNormalY(),
second
);
cartesian3Scratch = Matrix3.Cartesian3.lerp(
first,
second,
vertex.ratio,
cartesian3Scratch
);
Matrix3.Cartesian3.normalize(cartesian3Scratch, cartesian3Scratch);
AttributeCompression.AttributeCompression.octEncode(cartesian3Scratch, result);
--depth;
return result;
}
Vertex.prototype.getNormalX = function () {
if (defaultValue.defined(this.index)) {
return this.normalBuffer[this.index * 2];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.x;
};
Vertex.prototype.getNormalY = function () {
if (defaultValue.defined(this.index)) {
return this.normalBuffer[this.index * 2 + 1];
}
encodedScratch = lerpOctEncodedNormal(this, encodedScratch);
return encodedScratch.y;
};
const polygonVertices = [];
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
polygonVertices.push(new Vertex());
function addClippedPolygon(
uBuffer,
vBuffer,
heightBuffer,
normalBuffer,
indices,
vertexMap,
clipped,
triangleVertices,
hasVertexNormals
) {
if (clipped.length === 0) {
return;
}
let numVertices = 0;
let clippedIndex = 0;
while (clippedIndex < clipped.length) {
clippedIndex = polygonVertices[numVertices++].initializeFromClipResult(
clipped,
clippedIndex,
triangleVertices
);
}
for (let i = 0; i < numVertices; ++i) {
const polygonVertex = polygonVertices[i];
if (!polygonVertex.isIndexed()) {
const key = polygonVertex.getKey();
if (defaultValue.defined(vertexMap[key])) {
polygonVertex.newIndex = vertexMap[key];
} else {
const newIndex = uBuffer.length;
uBuffer.push(polygonVertex.getU());
vBuffer.push(polygonVertex.getV());
heightBuffer.push(polygonVertex.getH());
if (hasVertexNormals) {
normalBuffer.push(polygonVertex.getNormalX());
normalBuffer.push(polygonVertex.getNormalY());
}
polygonVertex.newIndex = newIndex;
vertexMap[key] = newIndex;
}
} else {
polygonVertex.newIndex = vertexMap[polygonVertex.index];
polygonVertex.uBuffer = uBuffer;
polygonVertex.vBuffer = vBuffer;
polygonVertex.heightBuffer = heightBuffer;
if (hasVertexNormals) {
polygonVertex.normalBuffer = normalBuffer;
}
}
}
if (numVertices === 3) {
// A triangle.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
} else if (numVertices === 4) {
// A quad - two triangles.
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[1].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[0].newIndex);
indices.push(polygonVertices[2].newIndex);
indices.push(polygonVertices[3].newIndex);
}
}
var upsampleQuantizedTerrainMesh$1 = createTaskProcessorWorker(upsampleQuantizedTerrainMesh);
return upsampleQuantizedTerrainMesh$1;
}));